Why Liveplays Can NEVER Commit to a TPK (And Why You Should)

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Jay Martin - Play Your Role

Jay Martin - Play Your Role

5 ай бұрын

Why can liveplays not commit to TPKs, and should you?
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Hello! My name is Jay, and I am a long-time veteran of storytelling and a semi-seasoned DM! I began playing Dungeons and Dragons roughly 5 years ago and began my first ever game as the DM. I figured things out by watching online games and fumbling my way through the rules, and never looked back! I've fallen in love with TTRPG's in general and want to share my experience and thoughts with the world and community I love so much. I currently DM two separate games regularly, and continue to learn every day.
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Play Your Role is a project with the intention of helping inspire and coach players and DM’s alike to add story beats and dramatic moments into their games through basic writing concepts, interesting player character inspirations, and discussions on how to effectively roleplay in a way that helps (not hinders) everyone else's roleplay at the table!
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Пікірлер: 120
@Calebgoblin
@Calebgoblin 5 ай бұрын
There is a great case to be made about how Robbie's choice is a perfect "it's what my character would do" example. It's such a memed-on saying and we need to be reminded of great examples. I don't think Robbie knew it would end in anything short of certain death but he did it anyway
@PlayYourRole
@PlayYourRole 5 ай бұрын
Sometimes "its what my character would do" is a GREAT moment. It just has to be based on narratively interesting choices, not destructive ones
@Calebgoblin
@Calebgoblin 5 ай бұрын
@@PlayYourRole 💯 I know you've talked on this topic before too. It's just a real important message
@mentalrebllion1270
@mentalrebllion1270 5 ай бұрын
Agreed. Narrative reasons that are properly communicated to the group above table (you don’t have to reveal all but definitely cover the important points) and that the party is willing to invest in, feel awesome. I’ve had a few of those with my rp heavy campaigns and they are a blast but we also communicate properly above table about flaws and strengths we put into our characters to convey these decisions better. Calculated things like “oh this character has a phobia due to an incident you can ask about later which is why they aren’t as good about this monster.” Or “character has a medic mentality and is going to run in a heal that npc despite it breaking cover and likely to get a spear to the back.” While these can derail things, such actions also make for cool moments if they are probably communicated. But that’s my experience. Everyone’s table is unique.
@bobdagno4036
@bobdagno4036 5 ай бұрын
I think when a tpk occurs is important. TPKing on the final boss fight is perfectly fine. TPKing to an encounter that the dm failed to balance properly is… not fun.
@PlayYourRole
@PlayYourRole 5 ай бұрын
Hard agree on that
@bobdagno4036
@bobdagno4036 5 ай бұрын
@@PlayYourRole watching this video made me talk to my players about how to handle them in the game I’m running. It’s a sci-fi ttrpg I created myself and because this is the early testing phase we need tpk rescues for when I heck up the balancing.
@krim7
@krim7 5 ай бұрын
Hard disagree because at pretty much any opportunity, the party could have retreated and regrouped, with maybe only one death.
@nickvalentinetti6911
@nickvalentinetti6911 5 ай бұрын
​@@krim7Facts
@chrisperry4014
@chrisperry4014 5 ай бұрын
CR-C2. Matt did not balance that encounter for four players 😂.
@kpny8484
@kpny8484 5 ай бұрын
20:40 The rule I use for my table is if there's a tpk, and the players want to continue the story, they can roll new characters to continue in the world, though it'll be some weeks after the parties tpk time wise, and they'll do it from the perspective of another group of adventurers.
@mal2ksc
@mal2ksc 4 ай бұрын
It would depend on the circumstances. Maybe the enemies are willing to ransom the corpses back to the other side of the conflict, and they come back with no gear and a debt. Maybe it's a casualty exchange, in which case they're still stripped of gear but they only owe for the resurrections. Maybe their team needs them badly enough to spring for the Raise Dead spells _and_ some basic gear. Or maybe it really _was_ personal and the enemy is going to incinerate the bodies and scatter the ashes.
@LocalMaple
@LocalMaple 5 ай бұрын
In my philosophy, avoid the campaign ending TPK, but have plans for a Total Party Defeat (TPD, a play on TBD or To Be Decided). If you’ve played Baldur’s Gate 3, there is a goblin priestess who the Tieflings and Halsin will task you to defeat. But there is a way to avoid killing her yourself and complete the quest, and that’s by letting her beat you. The priestess lets you live as her prisoner, and an NPC rescues you. Things like that can allow a campaign to continue without losing the narrative or the characters. Have a fate worse than death planned by the villains, have a deity intervene, have an NPC intervene, et cetera. In my Zelda campaign, the party skipped my easy mode area to go straight to mid-hard area. I decided to have an NPC attached to a player’s backstory tail them. If it looked like a TPK would happen, she would intervene and warn her ally that what they’re doing is too hard, and she risked exposing herself and their connection over the party’s recklessness. Basically, “turn back you nincompoops! I can’t rescue you a second time.”
@PlayYourRole
@PlayYourRole 5 ай бұрын
Love that strategy! Using a Total Party Defeat to keep the story going is a smart move. It's cool how you used an NPC from a player's backstory as a safety net in your Zelda campaign. Keeps things exciting without derailing everything.
@LocalMaple
@LocalMaple 5 ай бұрын
⁠@@PlayYourRoleFor that particular Zelda safety net NPC, I deliberately did not nerf the Yiga cultist training grounds. The party got to level up three times due to good roleplay (I love milestone) and hard end combat. I was sure they could handle this area’s average CR, so I introduced her (with the player’s permission) inside the cult as a double agent to help them around and in combat. She then left, since her goal was different from yet tangentially connected to the party, and due to the destruction of the base her cover story was intact. At that point, if the party lost the Yiga battle despite her support, the cult would take them captive and revive them. A certain backstory trait of a certain player is something they want, so they would keep him alive. Two players have their own dream visitors, so lore drop and promise power (one with an exchange) to help escape. Also, a couple fellow inmates would have the skills to escape the cells, but not be able to to fight their way out; the party would work to protect them as they beeline the exit. Same story, a change of secret base location, one or two extra scenes of lore dropping, and two detours (dream and cells). A TPD still happened, but it didn’t become a TPK.
@LocalMaple
@LocalMaple 5 ай бұрын
⁠​⁠​⁠@@PlayYourRoleIf you want to turn the concept of TPD into a video, I did show the Baldur’s Gate 3 example for a media to draw inspiration from. Let the Goblin Priestess drug you, succumb, and don’t try to escape the restraints. You’ll be rescued, and the narrative continues as normal. One point to make clear: don’t always use this. Ask the party if they want to continue with a cost, make new characters, or start a new campaign. And have it make narrative sense; failure has consequences. Other examples of things that can happen: - An NPC joins the fight to assist. _Have a narrative reason for this._ - A deity or devil took interest in the party, and spares their souls so long as they complete a quest for it. The deity gives them a higher calling for the BBEG defeat; the devil wants something like a peace summit to fail and will have his minions hound the party if they fail their end of the bargain. - A traveling healer finds their corpses and manages to revive them. - Something from a player’s backstory comes up, and the villains keep them alive to exploit it. Or the villains liked their resolve and offers them life in their service. - The person who sent the party out used Clone on them, or a contingency warp spell, and when they lose they are warped back to the quest-giver. He expected them to fail, but wanted to gain information from their attempt. - - One of the deaths was by a being capable of trapping souls, or can use planar binding on a Fey-type player race, hence preventing Clone from working on that character. The party loses 1 member, and maybe a temporary member joins them to rescue him. _(Use this if a player leaves, or if a player wants to swap characters)._
@fletcherw32
@fletcherw32 4 ай бұрын
You don’t have to look any further than Lord of the Ring’s. There’s multiple instances of Hobbit’s being incapacitated or captured, only to serendipitously wander into an “NPC” which gets them back on track. I think most people forget that many of these monster’s are here to eat you; and that many predator’s return to their nest before finishing their meal. Ogre’s and Hill Giants may go so far as to cook or prepare you. Ghoul’s shouldn’t be devouring a character alive in front of the party, they should drag them off into the dark. This is why slavery and brigands used to be such a big thing in many settings. If you lose a fight to Slaver’s, that’s not a lethal encounter. They’ll take you as a resource; and a brigand is looking to mug you on your way back down the road. Often simply extorting a toll. The player’s should learn monster behavior over time; and view monster’s that go for the kill and fight to the death with more respect. Sadly many DM’s make every monster fight to the death; and kill the players. Really makes the world feel like a video game.
@kylewright9002
@kylewright9002 5 ай бұрын
I love how emotional you get with these videos. It’s always enjoyable for a content creators are so passionate about their work
@PlayYourRole
@PlayYourRole 5 ай бұрын
Honestly, I super appreciate it. Sometimes I struggle with allowing myself to be emotional on camera, knowing people will react negatively. Positive comments mean a lot
@jonathanhibberd9983
@jonathanhibberd9983 5 ай бұрын
"Everything ends, and it's always sad. But everything begins again too, and that's always happy." The Doctor.
@halflightdark3182
@halflightdark3182 5 ай бұрын
In my first ever game of DND, we hit a TPK. I learned to take risks very seriously. I started a new group recently, and we were playing through a siege, where some of the party were running two separate armies to orotect the kingdom, and the rest of us were in the mele, and ww almost had a TPK, but my character sacrificed himself to kill the enemy leader and force a retreat. That was a rough one
@shallendor
@shallendor 5 ай бұрын
I've had many games that ended in a "TPK's", but no one died! Most were ended because of the greatest enemy ever, Scheduling! I also had one end because of a DM's death! I was in a TPK for our all Orc campaign, after an attack on the elf king failed and bad initiative rolls! Our DM ended up having us captured and sold to drow for running parts of the Out of the Abyss campaign!
@chrismoore8177
@chrismoore8177 4 ай бұрын
If a group has never experienced a TPK, they might think its hard on the players...all of the work and emotion they've put into their character, but its really hard on the DM. We spend hours a day prepping for each session, sometimes 10-14 hours a week for a 2-4 hour session. Days and weeks of hard work over months or years, and to watch all of the world that's been built slip away because of poor choices or fate of dice. It all just sucks, but it happens. If it happens, it happens and that's how the game is played.
@EilonwyG
@EilonwyG 5 ай бұрын
As usual, you find such wonderful meaning in role playing, turning our hobby into something beautiful.
@PlayYourRole
@PlayYourRole 5 ай бұрын
Thank you so much!!!
@Hey-Its-Dingo
@Hey-Its-Dingo 5 ай бұрын
There is a movie that shows how you can plan a TPK ending and have it be satisfying: Rogue One.
@sleepystar1638
@sleepystar1638 5 ай бұрын
Good deduction
@Johnhamsta
@Johnhamsta 5 ай бұрын
I loved rogue one! It set up and highlighted how lethal and dangerous the events of 4,5, and 6 really were, when the characters*aren't* the chosen ones
@sniclops15
@sniclops15 Ай бұрын
Rogue One was probably the best of the spinoff films. The hallway scene (If you've watched it, you know EXACTLY what I mean) was phenomenal
@johnhmaloney
@johnhmaloney 5 ай бұрын
In addition to all of the reasons stated beautifully in the video ... a TPK may be irritating and unsatisfying in the moment, but it will inevitably lead to a really fun story down the road. As the old saying goes, 'tragedy plus time equals comedy' and that's especially true when the tragedy in question is fictional.
@krim7
@krim7 5 ай бұрын
"Play stupid games, win stupid prizes." TPKs are the natural consequence for parties that push the limits too often. The threat of everyone dying needs to exist to reign players in and ensure they treat the game world & fiction with the proper weight and respect. Also, the threat of TPKs ensure that players will be willing to retreat & regroup from hard fights.
@voiddollnero7677
@voiddollnero7677 5 ай бұрын
This reminds me of the campaing before my current one, it was not a TPK but two charcters that where the heat and the soul of the group died, SO everyone agreed that this would cause all of the characters to give up and abandon the mission
@mal2ksc
@mal2ksc 4 ай бұрын
I had that happen in a group that I usually run, but in this case it was being run by one of the usual players. We weren't even going to play in 2023 after the whole OGL thing. We were investigating other game systems but never got started. Then the player said "but I have this whole setting I designed before the OGL scandal, and I want to bring my sister into the game -- can we at least do this before we give up?" So we did. Our group had just reached level 4 and we were starting out on an adventure to deliver a dwarf to a temple where he could be cured -- his intellect had been devoured in the very first scene of the very first session, during a tavern fight that included a goblin controlled by an Intellect Devourer. He just happened to be in the wrong place at the wrong time. We spent the next few in-game days getting up to level 4 before attempting to take the victim to a temple for healing, and this required crossing the Misty Forest. Our very first encounter in the Misty Forest was with a beholder zombie. The very first thing it did was fire a Disintegrate ray at the sorlock, who failed the save and was turned to dust. This was, at the time, declared a perma-death. The rest of the party finished the encounter, then swept up the sorlock's dust into a jar before turning around and going home. Not only did we go home, we accepted the campaign arc loss on the spot, deciding that even if the characters were fully aware that the city would fall under the control of undead, they'd say "too big a problem for us, we're outta here". The sorlock's player was about to go on vacation (she owns an RV and travels every summer) and basically she said "y'all figure it out, I'll see you in a couple months" and dipped out. The DM retconned the death to a mere normal death, but the DM's sister and I decided that had no effect on our decision. We were still going to get out of the way of the spreading evil rather than fighting it. While we did spend the rest of that session doing a busywork task to get enough money for a Raise Dead, we never played that party again after that. (This is the down side of making interesting characters -- players expect them to live long enough to justify the work, and get really pissy when they don't. And then DMs wonder why every replacement character is a loner who doesn't want to talk to anyone, just fight.) It was then that the alternate DM realized that sometimes you _do_ need to lie about the dice (he could have lied about what kind of ray he had rolled, we weren't sitting there with the lookup table in front of us like he was), because save-or-suck encounters can end your entire campaign before it even gets off the ground. And now we're playtesting some disaster mitigation houserules before we decide if we even want to ask the sorlock's player to come back this "season" -- but we're probably not going to, because I think it is indeed time we find that new game system. It's been ten years since 5e came out, and they keep adding problems rather than solving them. Maybe it's time to acknowledge the game will never be finished, so there is no right or wrong time to migrate away from it.
@bonusactionheroes
@bonusactionheroes 5 ай бұрын
I live stream my game and was convinced my party were heading for a TPK, it was a fight they could not win, I let them try. They realised it was bad and retreated, barely escaped and had multiple down pcs. It was awesome fun and so tense. It was a bbeg so I was ready for a new party to pick up.
@allthingsgood6345
@allthingsgood6345 5 ай бұрын
I’ve DM’d for awhile and I’ve only TPK’d once, however it was planned. I had planned on them going into a fight they couldn’t win, they lost, however a couple very powerful ally’s were there to resurrect all of them. Any other DM’s out there could use this idea for a narrative use for a TPK, but like he said in the video do your best to make it narratively appealing and not cheap feeling.
@mal2ksc
@mal2ksc 4 ай бұрын
If it's not your first campaign arc, and your players have already created, advanced, and then retired characters in this setting... let their old characters come to the rescue of the new ones. Then it doesn't feel like an ass-pull, and the players get to play their old characters until they get the more recent ones back.
@olpapalofuhgus5301
@olpapalofuhgus5301 4 ай бұрын
Was just minding my business, going about my work day, wanting to listen to DnD content, when the last 5-10 min of the video hit. Recently lost my father, and your words were something I definitely needed to hear. Wonderfully said! TAKE MY SUB! lol
@dracone4370
@dracone4370 5 ай бұрын
Fun fact: the concept and term "Happily Ever After" is actually a construct of the 20th Century.
@amonsilverblade
@amonsilverblade 5 ай бұрын
I mean, how else are you going to isekai your party?
@PlayYourRole
@PlayYourRole 5 ай бұрын
TRUE
@8-bitsarda747
@8-bitsarda747 2 ай бұрын
I could never tpk my group. I'm too invested in their characters
@jacobbrown9894
@jacobbrown9894 5 ай бұрын
There is a part of this that I feel highlights differences in why different people play tabletop games (and probably one of the differences most born out of playing games vs watching them. Not to say one side is all the people who play TTRPGs and the other is all people who watch live plays like it's two non-overlapping groups, just I see how the two paths could give to one side more than the other). Like I think a good story is nice in a tabletop game but I'm here for the mechanics, if my character dies it's frustrating but part of playing a game and means next character if it's just me or next scenario/coming up with why new heroes rose up if it's a tpk. The idea of it being unsatisfying narratively doesn't even occur to me because if I wanted a consistent nice narrative I'd go back to online RP'ing with friends instead of tabletop GAMING. But I do have to acknowledge that some people are more into the ROLE PLAY part of ttrpgs (wonder how many people out there are weirdly into the TT part instead of the RP or G part) especially if they're mainly just watching a like twenty episode series that suddenly clashes.
@colbyboucher6391
@colbyboucher6391 5 ай бұрын
I think the overlap occurs for a few reasons: - Of course TTRPGs do lead to fun stories, and it's possible to become invested in them even if you're mainly there for the game - Many people aren't aware that anything but D&D exists, specifically that there's a lot of games specifically designed towards just telling stories rather than overcoming any sort of challenge - Many people would struggle with freeform RP, they need more structure than that, and they see even traditional TTRPGs mainly as a way to give themselves more structure (overlaps with point 2) I'm reading The Elusive Shift right now and I'd recommend it to anyone who's interested in how role playing games became a thing in the first place. Not just the history of D&D, but, like, where did D&D come from? What different mindsets did people bring with them when they read that first vague set of suggestions Gygax called a rulebook? It literally was a mashup of war-gamers making more narrative games and people from sci-fi communities making collaborative fiction at the same time. On the wargaming side of things there were already a few games where people were playing as individual characters, ideally with backstories and stats describing who they were, and being encouraged to do what their character would rather than what was "best". IMO those games were already RPGs as we now think of them, the only difference was that the referee was still between people usually PvP'ing rather than the referee being a full-on "game master" who would create cooperative challenges. On the sci-fi community side of things people were conducting literal play-by-post fiction exercises where participants would collaborate by acting as characters in a setting they developed. No rules beyond someone resolving conflicts in the narrative. It's a huge spectrum and people need to get back to understanding that.
@colbyboucher6391
@colbyboucher6391 5 ай бұрын
Also I'm kinda more into the TT part than the RP or G part, but I also like simulationist games where the rules are ensuring that things "make sense" anyways (Mythras FTW). I want to run a west marches style world where people are greedy MFs all trying to build their creepy wizard towers for clout (and to hide all their loot in). Only for other parties to show up and treat their creepy wizard tower like a loot dungeon. People playing for keeps rather than just a good story, being cutthroat, but not quite just a board game.
@PlayYourRole
@PlayYourRole 5 ай бұрын
Great point about the different reasons people play and watch TTRPGs. You're right, the balance between the role-playing, game mechanics, and storytelling can really shape the experience. It's interesting to hear how you focus on the game aspect, and it's a good reminder that our audience has varied interests in the RPG world. Thanks for highlighting this!
@twohorsesinamancostume7606
@twohorsesinamancostume7606 Ай бұрын
My regular table disbanded because of scheduling issues, so I've basically been LFGing for the past year and I've never seen so many TPKs and NONE of them have had a good or compelling story reason behind it. It's always happened within the first 3 levels, usually because multiple people in the party utterly lack common sense and do incredibly stupid things, being dropped in the first round of combat or two, leaving the rest of us to scramble against overwhelming odds. Stuff like wandering into the blatantly obvious ambush where the road dips into a ravine and there's an obstruction on the other side. Or the monk going first, charging directly into a group of enemies and then ending up shocked that the group of enemies who get to go before the entire rest of the party turns and murders him. Or charging into the room with 12 enemies in it where everyone can surround and murder the people charging in rather than holding the doorway so we can funnel them like we discussed. I don't expect the average player to be Napoleon on the battlefield, but damn can we use a little common sense here? So yeah, I don't feel anything but frustration about it and it's gotten to the point that I made a grizzled veteran character who will interrupt people in character when they're about to do something stupid. Some people appreciate it, some don't. I don't care anymore because it's actually gotten a party past level 5 with no deaths.
@mbjargvide
@mbjargvide 4 ай бұрын
The Pathfinder 2e game I'm in had a TPK in session 2. We learned some valuable lessons on how tactical you need to be to survive in PF2. Also, one player couldn't make it that night, so we had left him in an earlier room in the dungeon ("to guard the exit path"). That meant we could just continue the campaign with the surviving character heading back to town to recruit a new group to avenge his fallen comrades.
@draughtoflethe
@draughtoflethe 5 ай бұрын
(Spoiler warning: EXU Calamity. But it's a pretty obvious spoiler, given the title of the series.) You touched briefly on the concept of planned TPKs, and I'm curious how you think some of these concepts play into (what I think is) an excellent example of one in liveplay: EXU Calamity. Or do you not count it as a TPK, given the result of that final die roll?
@WolfCry791
@WolfCry791 5 ай бұрын
I really miss when your videos weren't focused on Critical Role. I don't watch CR, so it feels like there won't be a point in me watching them. This was wonderful, and I'd love to see more like it. First of your videos I've been drawn in quite some time. And thank you for being vulnerable on camera. It's nice to see a man strong enough to be weak in front of others
@mentalrebllion1270
@mentalrebllion1270 4 ай бұрын
I think the tension of a possible tpk is appreciated but the actual reality of one can be dissatisfying, especially if one feels like their character didn’t “have a good death.” The death, the end, has to feel like it makes sense for the character they are playing, even if it means the end of that particular campaign. That’s just my thoughts on it.
@StretchyShubit
@StretchyShubit 5 ай бұрын
Between this and BDG’s breakfast sandwich video this week, Im a big fan of the camera operator commentary. ☺️ As long as they are also mic’d up and the audio is salvageable, takes like these are very cute.
@colbyboucher6391
@colbyboucher6391 5 ай бұрын
IMO this is an indicator of how broken the way we think of TTRPGs is. "Table-top RPG" is a medium in the same way that "board game" is a medium. Despite that, different people have ideas about what they're "supposed to be" specifically, and go into every game operating on that assumption. When other players have some other assumption they all eye each other like they're gonna start grabbing throats. D&D is a game where everyone has hit points, and when someone loses all of their hit points and isn't saved somehow, they die. Them's the rules. That's literally it. That's why half of the rulebook is dedicated to what happens in a fight, because it's something which is supposed to challenge people and make them figure out how to win the scenario they're in. The idea that people are getting _deeply disappointed_ about something so fundamental to the game is... bizarre. The fact that people choose to get so invested and put so much thought in a character that could be wiped from the earth at any moment is a them problem. What y'all are looking for is an *entirely different* sort of TTRPG. It actually shocks me that so few people have gone ahead and made a game where death is _explicitly_ off of the table unless someone decides they _want_ to die. I think people need to prop up games like Tales From The Loop and Hearts and Souls, explicitly narrative games where the goal is to just tell a good story rather than sticking to D&D's "conquer the dungeon" roots in any way whatsoever. Or games like FATE where getting "knocked out of a scene" is a thing, but what that actually means is explicitly up to the GM (or you, if you're the one that knocked someone out.)
@mechanicat1934
@mechanicat1934 5 ай бұрын
Yeah this is kind of it. Personally I hate no death DnD and that's not because the absence of death bothers me. It's because it breaks the narrative. Don't set up a story where death is on the line and then... not have it on the line. Teenagers From Outer Space has no dying rules because it's borderline a cartoon. It's goofy. It's fun and I love it. Hero System has dying rules, but they are designed to only come up if you are beating up someone unconscious, it doesn't happen in normal play. In both cases this is fine because those games are designed for that. They function as advertised. DnD is not. In the end it's another artifact of the 5e players don't player other games problem. People trying to get a system to do something it actively resists doing.
@mal2ksc
@mal2ksc 4 ай бұрын
There's death -- which in D&D is more of a nuisance to be remedied than an ending -- and then there's perma-death. I think it's fine if ordinary death is always on the line. However I've found that most people _don't_ like the feeling they're in trench warfare, and that perma-death could come from any angle at any time. It's one thing to choose to put everything on the line. It's another thing to have a fairly minor situation blow up and nuke a character permanently when nobody thought that was even on the table. For example, we've pretty much permanently lost a player because her sorlock got perma-killed by a beholder zombie's Disintegrate ray on the first encounter of our first real adventure together. Even the DM retconning this to a normal death we could undo by Raise Dead hasn't brought her back to the table, and we're making damn sure this sort of Thanos-snap death is somehow prevented in the future, or we won't even be asking her back (until we switch game systems, which we eventually will) because frankly, I understand her frustration. We spent a _week_ designing the characters and how they got to know each other, and why they would choose to adventure as a group. You can either have deep characterization and role play, or you can have a gritty game where perma-death could be around any corner, but you can't have both for very long before the players stop investing in the characters as such and start using them as interchangeable parts.
@colbyboucher6391
@colbyboucher6391 4 ай бұрын
@@mal2ksc I mean... that's on D&D for having something like Disintegrate Ray, and on the GM for throwing a Beholder at the party and choosing to use Disintegrate Ray. As for your "death but not permadeath" thing, the problem is TTRPGs aren't video games where you reload to the last checkpoint. They're stories. I think it's far more sensible to just ensure that death isn't really something that happens, just something mechanically similar. In my favorite TRRPG by a longshot, Mythras, there's a pretty huge gap between "out of the fight" and dead. A "major wound" taking you below 0 hp just means you'll need to stay in bed for months until you're back to normal. Meanwhile if there _is_ some freak attack that removes your head because you weren't wearing a helmet like an idiot, that's why you get to force rerolls a few times per session.
@simonthedevil452
@simonthedevil452 4 ай бұрын
Was that song by the guy from mann shorts?
@jakethompson6144
@jakethompson6144 4 ай бұрын
You may never see this but i recently stumbled across your content, and i think you would like the viva la dirt league dnd campain, its a great story and the gameplay is hilarious
@ehidk9364
@ehidk9364 5 ай бұрын
Damn. The end of this one really got me
@PlayYourRole
@PlayYourRole 5 ай бұрын
Thank you!
@isaacgraff8288
@isaacgraff8288 5 ай бұрын
if a TPK makes sense, I am fine with it. If the players rush into a situation that they can't win, don't let them win. However, talk to your player.
@julzbehr6696
@julzbehr6696 5 ай бұрын
At my tables I have two envelopes in the case of a TPK, a red one and a black one. The red one is titled blood, and should the players choose it, they remain alive, or return to life in some campaign fitting way but with some major drawbacks. The black envelope is titled death, and should the players choose it, they die and get picked up by a psychopomp or reaper of souls or something related.
@flikersprigs5641
@flikersprigs5641 5 ай бұрын
dnd and TTRPGs are games and games need stakes, a fail state, and an in-opportune TPK is the ultimate realization of these stakes, if a TPK is off the table then the stakes are gone and you're no longer playing a game you're playing make believe with your friends around a table
@RedFangMoon
@RedFangMoon 5 ай бұрын
Playing tomb of annihilation we got Tpk’d at the end of the game. It was pretty satisfying honestly
@PlayYourRole
@PlayYourRole 5 ай бұрын
If there was ever an adventure to TPK in... I mean, that's a good one lmfao
@FablesD20
@FablesD20 5 ай бұрын
Another banger!
@sitnamkrad
@sitnamkrad 5 ай бұрын
I think for the purpose of the conversation, we need to make one very important distinction. Wanting to avoid a TPK is not the same as not wanting to have a TPK, because in order to avoid something, it *needs* to be a possibility. The only solution to not wanting to have it, is to simply not make it a possibility. And I think there are players who want the former, and players who want the latter. The first thing I wanted to address is something I see in many videos about either TPK or just PC death in general, and that is consequences. Yes, a character or party death is a consequence. But what annoys me (to the point of frustration because of how often it's repeated), is that it's always presented as if without death, there could be no other consequences. And that without consequences, success has no value. Firstly, we are supposed to be creative people, surely we can come up with other consequences. Secondly, if success is difficult to obtain, you don't need consequences for it to feel rewarding. The most simple example I can give here is trick shots. Just throwing an object and making it follow or end up in a very difficult path/location. There are no stakes here. Nobody dies if you fail. And if it's just a one-off throw, it doesn't even require time to practice. But pulling it off can still feel incredibly satisfying. The success itself has value, and not obtaining the success is already a sort of punishment for failure. The second point I wanted to address is the reason why Matt and Brennan didn't really follow through with the TPK. I do agree, cynical as that may be, with the theory that part of why they did it was their financial investment. But I think it's also a bit short sighted. Because time = money. While people at home may not spend thousands on production values, recording equipment, set design etc, they do spend a lot of time on making their character and designing their world. They often spend a lot of time on planning and may have to make family compromises in order to play. To them, it may not be a business decision, but it is still a question of whether your investment was worth the outcome. Just the fact that you spend an hour or more on an encounter, and you lost, that is already a big loss in terms of entertainment. In video games, losing 4 hours of progress could be the trigger for plenty of people rage-quit and never touch the game again. People value their time, and saying there's no consequence for losing an encounter if the consequence isn't "death" implies that you don't value their time (or maybe you just haven't though of it that way). The last point I wanted to address is the emotional philosophical part at the end. While you brought in in a touching way, I don't agree at all with the idea, that something needs to be able to end abruptly because that's what happens in real life. A lot of people play games to get *away* from real life. Me for example, I don't want it to end abruptly because there's a lot of fun things I still want to do. And I hope that when my time finally comes, I can say "I have done enough, it's fine now". What a lot of people fear, is dying when there are still things they want to do. It's kind of like a fear of missing out. It's part of the reason why some people make the same character over and over again. It's an indication that they never actually got to do the thing that they made that character for, and they want to keep trying. And ending is not what makes something beautiful, the beauty of something is what makes it beautiful, the ending, along with the beginning, only gives it a frame of reference, making it easier to create memories of.
@mal2ksc
@mal2ksc 4 ай бұрын
The basic problem is that "good roleplay" and "gritty realism" are mutually opposed. After the first couple unforeseen and unpreventable character deaths, I'm going to stop investing in the roleplay and character and play one of those archetypes DMs despise: the silent loner who lives only to fight. Why should I put in more effort than that when they're basically just an interchangeable part in a puzzle? Either you're playing a story-based game, and the rules are just there to decide exactly how the story progresses, or you're playing a rewards-based game and any narrative that emerges from it is just a bonus. They can both be fun, but what isn't fun is trying to do both at once and failing.
@sitnamkrad
@sitnamkrad 4 ай бұрын
@@mal2ksc I get what you're saying and I agree within the definitions for "good roleplay" and "gritty realism" that you seem to be using. Yes, people are going to be fed up constantly writing pages of backstory and hours of "talky talky" for a character that's likely to die within the next 4 sessions. But I don't think that's what "good roleplay" should be limited to. (though if you were to say that it often is, I would agree with you). The story doesn't need to revolve around the PC's personal backstory. As long as the PC can participate in a meaningful way within the story that is going on, you can still have good roleplaying in your game. The other thing is the "gritty realism". First of all, I think the word "realism" is misplaced here. We're playing a game and everyone knows that. The rules will never be able to accurately reflect reality. So there is always a line between what reflects reality and what is done for game purposes. And there's no rule that says that character death should always be a part of what reflects reality. As for the "gritty" part, I think a lot of people have a completely warped view of what it means for a game/world to be gritty. Because it just means that the world is "unforgiving" and "rough". But for whom? The recent depictions of Batman are generally considered gritty, but he doesn't die. There's a lot of bad stuff that happens to him and the people around him, but important people rarely die. The "soulslike" video game genre is considered gritty and unforgiving, but the whole point of those games is to die repeatedly, but never really losing your character (so you don't really die). Another important thing to keep in mind about gritty worlds is what the players actually want to do with it. In some cases, yes, the players want to actually experience the grittiness first hand. But in other cases, the players may want to actually be that one shining beacon of hope within the otherwise gritty world. So, if we broaden our horizons just a little when it comes to roleplaying and gritty realism, I think they can definitely work together.
@valkyriebait136
@valkyriebait136 5 ай бұрын
As a DM, there are so many worse things you can do to players than kill them. This is just often a failing of the systems to leave you with an option of only "or Death."
@Polar87
@Polar87 4 ай бұрын
I do believe a TFS Dragonball Z Abridged watching is in Order, Enlighten her mind with that awesomeness xD
@rockassassin64
@rockassassin64 5 ай бұрын
I'm also going to make the argument that you are not fully correct about. Never after. I do not think a TPK was planned. I do think a TPK was planned for. And The constant cycle of a story being retold. Seem to have always been in theme.
@ZiviaAvelin
@ZiviaAvelin 4 ай бұрын
You really think the Neverafter TPK wasn't intentional? As I understood it that was planed to show the players how the world worked.
@NarfSideOfLife
@NarfSideOfLife 5 ай бұрын
Does this count as a TPK? I think it does: We had a campaign of just 2 players + DM. I was a punk kid rogue, and the other player was sageish cleric dude. We had an NPC with us in the last dungeon, a goblin (cleric as well). We navigated the dungeon, found the final boss and the boss just... Disintegrated my fellow player. We were miles underground, no way to bring back my fellow PC. We decided to "fade to black" on me leaping on the boss, teary-eyed, daggers in hand, to take my last spiteful stabs at the beast (which we didn't even roll for). It was sombre, especially since we had just completed an arc that was very personal to my fellow PC cleric. It felt a bit pointless, because this dungeon was a side quest from our main story. ... But we still talk about it, years later. A lot. ... Stories need an ending.
@gibbhartin643
@gibbhartin643 5 ай бұрын
NOTE: AT THIS POINT ONLY STARTED VID I had an idea for a way to introduce a bbeg, when the party is level 2, running around in the bbeg's base, then the bbeg just swiftly anhilates the party. then ressurects them with them behind bars without equipment, saying "While annoying, I must keep you alive for further plans. Be good 'heros' and maybe after all of this I will only wipe your entire memory." Which builds both a "Oh hey we can mess around too far" and a "Be careful, the bbeg means buisness" and a "What is the bbeg after?" situation. NOTE: AT THIS POINT HAVING WATCHED THE WHOLE VID Tradgegy is nice and just "What could we have done to do things better" is always a question i like to ask myself
@JohnAslin
@JohnAslin 5 ай бұрын
Originally D&D was about the emergent 'story'; the tale that emerged from the play, how the characters involved changed and grew and how their actions impacted a campiagn setting. 'Story' has become far too important to the modern incarnation of the game for my taste.
@rubyseverinwhitworth9066
@rubyseverinwhitworth9066 5 ай бұрын
Life always ends too quickly or not quickly enough
@albertmartinez2539
@albertmartinez2539 5 ай бұрын
"But, a thing isn't beautiful because it lasts."
@ForeverWog
@ForeverWog 5 ай бұрын
True facts: I would totally watch a thirty minute discussion of life and relationships.
@Mary_Studios
@Mary_Studios 5 ай бұрын
You're not wrong about life ending suddenly. My friend brought her dad to join my campaign game as I was needing players. However, he suddenly developed heart problems and he's no longer with us. I had to choose what would happen to his character. I could just let my friend play both her and her father's character forever or just try to kill that character off in combat or I could have his character leave. Since we were at a good intermission period I decided that his character felt like he wasn't strong enough and had him leave the group explaining his reasonings with a note.
@mal2ksc
@mal2ksc 4 ай бұрын
Maybe around the anniversary of his passing, you should do a one-shot where your friend can play that character out properly. It might be cathartic. Sometimes it's easier for someone to accept "help" for a fictional character than for themselves. Even if you don't want to turn the game into a therapy session, maybe you can arrange for the father's character to come back at the end, and sacrifice himself to save the world.
@Mary_Studios
@Mary_Studios 4 ай бұрын
@@mal2ksc maybe
@frozenfeonix1328
@frozenfeonix1328 5 ай бұрын
played a Lawful Evil Tiefling hexblade blood hunter from a once powerful noble line he was raised with two things your words your bond and noblesse oblige so we meet a corrupt noble who killed a local hero from paranoia of him leading a revolt we found the ghost of his direwolf companion who told us the whole story the table thought i was nuts we are lv 4 and there's 8 knights in there with him thankfully it worked out but I fully planned to if my charisma rolls failed just rush the guy and get him before the guards can get me the fact it showed the table i wasnt just a edgy Tiefling warlock was also nice
@Customalex01
@Customalex01 2 ай бұрын
I'm still mad my first dnd campaign the gm introduced the deck of many things and I tricked my in game brother into drawing from it an evil version of him and a dragon showed up and the dm just said my brother is dead and the game is over all the characters went into hiding or join the bad guys. No redemption for my character or fight with a dragon with the chance of a tpk it was just over and I'm still disappointed with that game. I think the dm was just over this story, wanting to move on but now I don't know if I can get invested into a character again because in the end it might not even matter.
@risperdude
@risperdude 5 ай бұрын
You should do a top 25 comments of 2023, would love to see it!
@mikemarino3567
@mikemarino3567 5 ай бұрын
Good Soup
@PlayYourRole
@PlayYourRole 5 ай бұрын
Good soup
@sleepystar1638
@sleepystar1638 5 ай бұрын
Good soup
@rockassassin64
@rockassassin64 5 ай бұрын
OKI need to say something. Do not plan TPK's. I'm not entirely sure what you meant by that. But a TPK is a game over screen. And generally a very unsatisfying end to a story. More importantly, if you're planning a t p k basically says to me you are planning on an and counter that is impossible to win. There maybe some extremely obscure s*** you could be doing. And you have to ask yourself if it's actually worth it. Because otherwise you're taking away your players agency. By putting them in a situation where nothing they do in combat matters because they cannot win.
@jayteepodcast
@jayteepodcast 5 ай бұрын
They know matt is not going to killed them
@slashandbones13
@slashandbones13 4 ай бұрын
Death should be on the table, I just don't believe that Gandalf should be killed by a random mugger in character 3.
@kelpiekit4002
@kelpiekit4002 5 ай бұрын
While not a TPK a Critical Role one shot Generation Nord showed how unsatisfying trying not to accept a failure could be. There was no thought of how to move on from there. They just kept bashing against the end game failure repeatedly until it was accepted.
@PlayYourRole
@PlayYourRole 5 ай бұрын
Yeah, that episode of Critical Role really highlighted the challenges of dealing with endgame failures. It's a tricky balance between giving players a chance to overcome obstacles and accepting defeat as part of the story. That episode was a good reminder that sometimes, moving forward means acknowledging and learning from the failures. Makes you think about how to handle similar situations in your own games.
@nappahughes4274
@nappahughes4274 5 ай бұрын
like, comment, subscribe!
@internettevarolanadam
@internettevarolanadam 5 ай бұрын
Should I TPK or should I get a cup of coffee? Btw you put the spoiler warning AFTER the "well this is a TPK" scene from Candela. I'm sorry. Edit: This is a joke just in case some of you gets angry about it.
@mister-8658
@mister-8658 5 ай бұрын
3:02 the card is missing
@Zephyrhawk17
@Zephyrhawk17 5 ай бұрын
Follow it
@shadowpsykie
@shadowpsykie 5 ай бұрын
You know that never after was PLANNED for character death….
@PlayYourRole
@PlayYourRole 5 ай бұрын
Of course they did. They did not, however, prepare for a TPK. Especially in the first combat of the entire season.
@coreyfarmer7705
@coreyfarmer7705 5 ай бұрын
Having watched all the adventuring parties and Brennans dming in general. The years he's put in I general and the years with THIS specific party of players. There is no way that he did not plan a tpk when he placed 6 lvl 1 characters against all thise furnitures and a big boss creature. Any dm that knows about action economy knows that was a death scenario. Mechanically the party made great plays. Emily shoehorning all the furniture into one corridor, Siobhan going straight to the tree. The idea that Brennan is a good enough storyteller to pivot the campaign to this rewriting concept AFTER the deaths but not good enough to have planned it is absurd. Especially since aspects like Cinderella changing her own story had already been mentioned BEFORE the tpk.
@detofox
@detofox 5 ай бұрын
I hope after theses vidios with a bit of a upsetting end, your wife gives you a big hug. I know I want to!
@Nextliar
@Nextliar Ай бұрын
I have a plan if my players die. Planescape
@T_Peazy
@T_Peazy 5 ай бұрын
Shout out to DBZ Abridged.
@GreenBlueWalkthrough
@GreenBlueWalkthrough 5 ай бұрын
Meanwhile Roll4it are the masters of the TPK... Edit: Atleast they were in the past as they did it alot for better or for worse.
@leadingblind1629
@leadingblind1629 5 ай бұрын
Hi Jay. I loved the first half of NeverAfter. But the end just felt so dull. Only the cast themselves got me through it.
@PlayYourRole
@PlayYourRole 5 ай бұрын
Honestly, I felt the same way until the last 3 or 4 episodes ngl
@leadingblind1629
@leadingblind1629 5 ай бұрын
@@PlayYourRole not for me personally. I despised the ending. And the high editing they're starting to put in really messes with my vision which is already 400/20. Hated that too
@danielyeatts491
@danielyeatts491 16 күн бұрын
Bottom line: it's difficult to get players to the table for your scenario - give them a TPK, esp early in the campaign, and you will likely never see them at that table again. It will leave a bad taste in their mouths about RPGs in general, and they likely won't take part in any more of yours. We can call them fragile or sensitive - WHATEVER. It was YOUR CAMPAIGN and the gave you THEIR TIME and you ruined that experience with your righteous gameplay BS. These are FRIENDS. Make the game FUN. TPKs are NOT fun. You can literally do ANYTHING you want in your make believe world. Make better choices.
@bankuei
@bankuei 5 ай бұрын
There's so many game systems where you can have a high drama story without death as a random mechanic. It makes so little sense to me why folks choose or create a game system with death as a possibility as the one to stream for long term, when you could just... not do that. Or, and especially for production streams; no plans for what to do if a TPK happens.
@thalamus861
@thalamus861 5 ай бұрын
As some one who GMd a streamed TPK... I opted for the captured route with a roll off for who was truly unfortunately dead. (Ironically the PC that effectively died, died earlier and was rezed via a "battle royal"one-shot i was not involved or consulted on [who also wasn't able to be rezed because a player pushed the narrative when the cleric player wasn't able to make the previous session and couldn't to purchase diamonds to rez]) That said, let your players fail. Let your players die. As an older edition player... one of the reasons players are death adverse is the "time spent making them", but with character creation tools being so ubiquitous, are you married to the character or the idea/playstyle of that character?
@mal2ksc
@mal2ksc 4 ай бұрын
Character creation isn't the issue. Personality creation is the issue. If you want me to play something other than a silent loner who lives to fight, I need some reassurance that the character will live long enough to justify the effort. By the third character of an arc, you can bet I won't be trying anymore. I'll just be treating characters as disposable pieces to use to attempt to solve a puzzle, and won't invest any emotional energy in them. My time is better spent figuring out how to build an overpowered character that abuses the mechanics. If that's the game you want, so be it. It used to be the game I thought I wanted too, but now I want a narrative, I want world-building, I want a reason to be doing things. If you keep killing characters, I will very quickly lose interest in that world and revert to meta-gaming and trying to wreck all your traps and encounters because they're wrecking me.
@EndlosNacht
@EndlosNacht 5 ай бұрын
Am I horrible that I kind of want it to happen every now and then? 😂
@Johnhamsta
@Johnhamsta 5 ай бұрын
Eh, sounds like a skill issue
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